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MDV Featured Article - Casually Alternate: Morningtide - Black (First Impressions). - by Luthervamplord - posted 1/28/08 - discuss here

Luthervamplord here, bringing you the second edition of First Impressions: Casually Alternate; the first impressions of a player who values the added flavour of alternate formats. In case you missed the first article, I will be reviewing the effect of each card in Casual, 2HG, Tribal and Highlander – but should you want to know my opinion on a card in any other alternate format, I’m more than happy to talk it up afterwards in the provided thread or via email if you aren’t a forum member.

I’ve got a big show for you today: All 28 Black cards from Morningtide will be receiving a review in the four different formats listed above. It’s a bit on the long side, so either grab a coffee and settle down or handle this thing in small chunks; that’s my advice.

Morningtide: Black (Casually Alternate)

Auntie's Snitch - 2B
Creature - Goblin Rogue (R)
Auntie's Snitch can't block.
Prowl 1B
Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.
3/1

Casual: A self-recycling creature is nice, though we have a number of methods that best this option. He’s an aggressive fellow, though, and his ability to come back does help in that aspect.
GRADE: C+

2HG: This card at first glance doesn’t seem quite right for this format as he dies far too quickly, but when you consider that he can come back again and again as long as he goes to the graveyard each time, you soon realize that it was a misinformed assessment.
GRADE: C+

Tribal: The return ability is slow, but the chances are you will probably be able to get this guy back on the very next turn, so he’s got some potential – especially as a beatstick. But I do wonder how he fits into the Rogue feel of play; he’s just too pro-Aggro.
GRADE: B-

Highlander: Dependency will be the death of this card as you’ll need to run another card of the right type to get him back, and then that card needs to avoid the graveyard.
GRADE: D-

Bitterblossom - 1B
Tribal Enchantment - Faerie (R)
At the beginning of your upkeep, lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

Casual: Creatures every turn after the third is incredibly powerful; especially when they fly. And the drawback can easily be overcome by splashing another color or using life drain spells.
GRADE: B+

2HG: More life to play around with means that you have less fear of this card’s drawback, but do not let it fool you – left to its own devices it will kill you off faster then a Darksteel Colossus can ever hope to.
GRADE: C+

Tribal: Prowl rejoice, we have a way to force the issue again and again! This card will push the Rogues toward a more aggressive stance, as they now have the power to pull it off.
GRADE: A-

Highlander: A game of time and ponderous turns, this card could win you the game very early on if drawn in your first three draws, but it could easily lose you the game if it comes out much later. A mass of flying 1/1’s is very hard to deal with in this format, granted; but recovering from the life loss is much harder.
GRADE: C-

Blightsoil Druid - 1B
Creature - Elf Druid (C)
T, Pay 1 life: Add G to your mana pool.
1/2

Casual: Capable of acting as a blocker in a pinch, this mana producer has some potential, especially since Black really is lacking mana source creatures. But seeing as it produces Green mana, why not just run Llanowar Elves?
GRADE: C+

2HG: If he had one more point in toughness I could consider him potential main-deck material for this format, but I feel that he’ll be relegated to the sideboard as an alternative the Elves in case the opponent is running a Weenie deck rather then a Burn deck.
GRADE: D+

Tribal: It seems to be a recurring theme in Elf Druids that they produce mana, and as I look down the list of them I see far better mana producers for the same cost. He would make a better choice if he could survive a Shock, but sadly that is not the case.
GRADE: C+

Highlander: Whilst being able to draw upon more mana in this format is helpful, in all fairness there are more important things you could do with your two-drop spots – save mana producers for your first drops.
GRADE: D-

Earwig Squad - 3BB
Creature - Goblin Rogue (R)
Prowl 2B
When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.
5/3

Casual: This card has some great potential as a lockdown card; three cards is usually more than enough to ruin a Combo player’s day or to get rid of the rest of an Aggro player’s most troublesome beatsticks. And with a frame which warrants more than a Shock to deal with, he makes a solid choice as your own beatstick.
GRADE: B-

2HG: With his normal casting cost he’s too slow, but with his prowl cost he’s gold for this format. The fact that the cards aren’t returned when he dies makes him a real pain to the enemy; just make sure you pick the right enemy.
GRADE: B-

Tribal: Rarely do you see a Goblin so big without outside aid; a beatstick pure and true. But even better is the ability to rid the opponent of those Wrath of Gods and Damnations that he has squirreled away.
GRADE: B+

Highlander: The chances are you won’t get to use the prowl cost here, but the ability to get rid of three cards in the opponent’s deck is devastating in a format of one-shot wonders – a beatstick and 1/20 of your opponent’s deck gone in one fell swoop off of one card is simply amazing.
GRADE: A-

Fendeep Summoner - 4B
Creature - Treefolk Shaman (R)
T: Up to two target Swamps become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
3/5

Casual: Turning lands into creatures has its ups and its downs – mainly in that it’s easier to untap and kill creatures then lands. To be honest it’s rather bland, costly and just not something I would choose to play, though it isn’t without some merit.
GRADE: D-

2HG: Slow is the word here; far too slow to be of much help – and most likely to be answered with a board leveler or instant kill effects, though it being Black saves it from some of the hate.
GRADE: D-

Tribal: I don’t know about most of you guys out there, but I rarely need more creatures on the field this late into the game when I’m running Treefolk. I usually have enough big tramplers on the field to dish out the pain. Still, in a tight pinch it could be of some use.
GRADE: C

Highlander: Slow yet useful; the games in this format are usually drawn out affairs, and most creatures have an attack power of two at best. The only issue I have is the chance that I could lose a land or two if I’m not careful.
GRADE: C+

Festercreep - 1B
Creature - Elemental (C)
Festercreep comes into play with a +1/+1 counter on it.
1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
0/0

Casual: In the right deck, this card could potentially kill any Aggro-based deck before it gets a chance to build up steam. Having said that, I know that I can get a better result for cheaper, but the fact this answer is on a creature opens new possibilities to my inner Combo player.
GRADE: B-

2HG: Anti-token cards are in high demand in this format, as many decks currently crowd the scene with hundreds of little 1/1 somethings that just won’t leave you be. When placed on the field, this card will immediately change the token player’s game plan, forcing him to find a solution before he starts swinging at you. A great soft lock, for sure.
GRADE: B

Tribal: I haven’t seen that many ways to add counters within the Elemental tribes’ cards, but there are a fair few cards with reinforce – that is what will be used to make this guy an Elemental board clearer. He’ll be used in place of cards like Wrath and Damnation simply because he will leave you with at least one creature afterwards.
GRADE: B+

Highlander: Potentially a nasty card to field in this format, but getting more then one activation or indeed a large number in one go could prove most difficult. Still, it’s not unusual to see a large percentage of creatures with only one toughness in this game, so I wouldn’t discount it straight off.
GRADE: C

Frogtosser Banneret - 1B
Creature - Goblin Rogue (C)
Haste
Goblin spells and Rogue Spells you play cost 1 less to play.
1/1

Casual: As if Casual Goblins weren’t fast enough, this new Lord has to turn up and increase the speed another notch. Sure he’ll die to the first thing that takes a fancy to him, but not before my opponent has managed to drop several more of the pains in the kneecap. Still, card-wise it is a great improvement over the Lords of old, so give credit where credit is due.
GRADE: B+

2HG: You want speed; this guy will give it to you by the pound! I fully expect to see a large number of Goblin decks circulating around the 2HG scene again; and with just reason I might add. At least there are now two people to take it out, so it won’t last too long without help.
GRADE: B

Tribal: I had thought that this tribe couldn’t get any faster, but it appears yet again that R&D wants to go against the grain. Though to make matters much more interesting, it supports Rogues as well; a tribe that could really use the early swings and cheaper drops. Add to that the fact it affects Tribal spells of the stated types and you see why you’ll want a play set of these guys.
GRADE: A

Highlander: Dependency; the one thing you cannot use to great effect in Highlander, although in the case of Goblins there certainly are enough to make a reasonable Highlander deck. All the same, it’s not the “done thing” and I doubt that many people will explore that option.
GRADE: D-

Final-Sting Faerie - 3B
Creature - Faerie Assassin (C)
Flying
When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn.
2/2

Casual: Comse Comsa; it has some uses, but in truth I would expect flash on something like this. Alas, it is not so.
GRADE: C-

2HG: A Shockable creature that would only really be worth playing in my second main phase for four mana? Thanks, but I think I’ll pass on that one!
GRADE: D

Tribal: Come on guys – prowl, flash, madness – just give me something to make this guy playable. Alright, maybe I’m being a little bit harsh, but in truth the card is really not worth a second glance here.
GRADE: E+

Highlander: And now I can make a quick turn around, but only to point out that to lose a creature in this format is a cruel thing to happen. What’s better is that this card could tally up with a ping creature or some other kind of damage source to kill off key component creatures. Still, in this case I’d have wanted a self-bounce ability, but I guess we can’t have it all.
GRADE: C

Maralen of the Mornsong - 1BB
Legendary Creature - Elf Wizard (R)
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library.
2/3

Casual: This stops Cantrips, card drawing engines (like Jalum Tome) and even additional draw effects (Howling Mine), and instead replaces them with a rather pricy tutoring ability for everyone. End result: One of the most brutal control cards I have ever seen in my life – top notch Spike material!
GRADE: A+

2HG: The lock is no less deadly here then in a 1vs1 match; the difference is that the enemy will stop at nothing to get rid of this little lady, and fast. Plus, it might end up hurting you more, especially if the enemy has made decks that can win off of one another through cross-tactics.
GRADE: A-

Tribal: The Elf tribe was mean before the Lorwyn block arrived; now it’s just plain evil. With the wide variety of Elf protection sources, defense buffers and even graveyard manipulation I can see this card making itself a firm favourite amongst the tribe’s fans.
GRADE: A+

Highlander: This changes a game of “Draw and Go” to “Best answer to your best answer” – the only thing it really accomplishes is speeding both parties towards a decisive end as they spend their turns answering their opponent’s previous actions.
GRADE: C+

Mind Shatter - XBB
Sorcery (R)
Target player discards X cards at random.

Casual: In pretty much the same boat as its Blue counterpart, this card is nice in the respects that it forces a random discard, but when you follow the mana cost to outcome ratio, you soon realize this card is not all it claims to be.
GRADE: C-

2HG: In this format the card is a piece of Grade A rubbish, plain and simple. It’s far too slow and by the time you could get any real result out of it, your opponent has probably already fielded their win condition. My advice is to ignore it entirely.
GRADE: E-

Tribal: Pretty much the same advice here as in the 2HG section; this card is far too slow for this format; you should simply ignore it and move on.
GRADE: E-

Highlander: This format, however, just may run this card. It’s still slow, and the mana to outcome ratio is still pathetic, but random discard in Highlander hurts more then letting your two year old cousin play with your original Bazaar of Baghdad.
GRADE: C

Moonglove Changeling - 2B
Creature - Shapeshifter (C)
Changeling (This card is every creature type at all times.)
B: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)
2/2

Casual: In a format that sees a few indestructible creatures and plenty of creature removal spells; I am suitably unimpressed by this card. Sure deathtouch is nice, but having to pay for it every turn is kind of annoying. I’ll stick to my flying and fearsome creatures, thank you very much.
GRADE: D+

2HG: Usable, but not something to hinge a deck on or even build around. If you find you’re lacking in the attack department then slide a few in; otherwise just ignore it and you won’t be missing out on much.
GRADE: D+

Tribal: Changeling is what saves this guy here my friends; he can slide into your existing deck to cover any holes you might have combat wise and does a reasonable job of it. I expect to see him cropping up in Rogue decks a lot, as he’ll more than likely go unblocked, and that’s exactly what they want.
GRADE: C

Highlander: In this format he changes from a somewhat mean-spirited creature to a form of soft lock. This card is sporting possibly the meanest keyword in the entire format and he can trigger off of other creatures that do rely on a dependency trigger, thanks to Changeling.
GRADE: C+

Morsel Theft - 2BB
Tribal Sorcery - Rogue (C)
Prowl 1B
Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.

Casual: An upgrade upon Lightning Helix in some respects, the main disadvantage being speed. Off of the prowl cost this card is great, but if you have to hard cast it then you don’t really get any benefit for your expended mana.
GRADE: C

2HG: A game of speed needs cards that will play fast; unless you build a deck to this card the likelihood is that it won’t. Having said that, life gain is a powerful technique in this format, so the card has some potential in that aspect.
GRADE: C

Tribal: It’s only ever going to turn up in Rogue decks, but my god if that’s not bad enough. It works as a six life swing and nets you a card all in one go for two mana with prowl – could you really ask for anything more?
GRADE: B+

Highlander: Playable, but slow and the fact that you will only get to play it once cannot be stressed enough here. It will be considered as a nice “what if?” card, but in all truth it will serve as padding and nothing more.
GRADE: D+

Nightshade Schemers - 4B
Creature - Faerie Wizard (U)
Flying
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.
3/2

Casual: I would like to say that this card is good, but when I consider it in play I really can’t agree with that sentiment. Sure you can get to five mana rather easily in Casual and it’s not that difficult to ensure the top card is a Faerie and/or Wizard, but all it takes is one Red mana to ruin the whole thing. The general gist of it is that I can’t really validate this card as a good play choice.
GRADE: D

2HG: Twice as many opponents from whom there is a chance to siphon life versus the fact that this means twice as many chances that a Shock will find this guy equals a no go on play.
GRADE: D-

Tribal: Alright, now I can say it’s worth a second look, as with the number of tribal Faerie and Wizard cards flying about you should trigger this card practically every turn. I still have misgivings about the toughness here, but I feel the benefits have started to balance it out.
GRADE: C

Highlander: Do I really need to tell you, the enlightened public, that this card is not worth the time of day in this format?
GRADE: E+

Noggin Whack - 2BB
Tribal Sorcery - Rogue (U)
Prowl 1B (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. Choose two of them. That player discards those cards.

Casual: It’s a new Blackmail and a pretty poor one at that. I have never liked discard cards that give any option to your opponent like this one – you might as well run Hymn to Tourach or Waking Nightmare and be done with it.
GRADE: C-

2HG: No speed, no style; no class and no chance of ever seeing play. Guys and girls, my advice is to see this card for what it is and to swiftly move on.
GRADE: D+

Tribal: Rogues make it playable, even making it a fair comparison to Blackmail on it’s Prowl cost but still; I can’t help but feel that there are better cards then this for the job.
GRADE: C

Highlander: Definitely better cards out there, but this time you might run it just to have another discard card in your deck as the number of “discard two” cards is relatively low at only 23 cards.
GRADE: C+

Offalsnout - 2B
Creature - Elemental (U)
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke B
2/2

Casual: Graveyard hate is very limited normally, but when you factor in the creature aspect and the number of combos out there which revolve around the Evoke mechanic, you can see why this one will be ranked fairly high on the list.
GRADE: B

2HG: Though it has the speed, it doesn’t have the body or the skill to make any real lasting impression on this format. It will be used as an accessory card to cripple Reanimation decks and that’s about it.
GRADE: C

Tribal: This Elemental is on a distinct tangent from its fellow tribesmen; so I doubt an Elemental player will field this in any serious manner. But I can see this cropping up as a support card to some of the other tribes, especially Goblins, Rogues and Zombies.
GRADE: C+

Highlander: In this format, reanimation is scarce so the need for graveyard hate is even scarcer. As such we need to measure this creature on his physical merits – a 2/2 flash creature at a cost of three is not too bad, but I feel I can get something more for my needs with that kind of cost.
GRADE: D-

Oona's Blackguard - 1B
Creature - Faerie Rogue (U)
Flying
Each other Rogue creature you control comes into play with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
1/1

Casual: I see Conspiracy decks making a big comeback all of a sudden. This card turns creatures into Hypnotic Specters and improves their fighting capacity. In short, this card is definitely worth a deck concept or two.
GRADE: B+

2HG: The discard effect is quick, and when paired up with some other cards that have come out in Morningtide it becomes pure gold in this format. Consider if you will the fusion between Bitterblossom and this card for just a moment.
GRADE: A-

Tribal: It is now official; Fairies are the new big-bad on the Tribal scene. Mass discard is in itself far more powerful then a handful of counterspells, and this guy has made sure you will drastically change the flow and tempo of your opponent’s game plan.
GRADE: A+

Highlander: If it depends upon another card, it is just not suitable for this format – it’s as simple as that. Maybe if the ability worked for him as well then I could be kinder, but since it doesn’t I’m afraid this card is not worth the play. Period.
GRADE: E+

Pack's Disdain - 1B
Instant (C)
Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent you control of that type.

Casual: Could have some potential, provided the deck is geared toward same type of creatures, otherwise there are other cards with better effects out there – Last Gasp comes to mind especially.
GRADE: C

2HG: Similar issue here; if your deck is Tribal in flavour or at least has a band of creatures belonging to the same type then play this. If not then I suggest looking at other cards for this function.
GRADE: C

Tribal: Fairies, Goblins, Zombies, Clerics, Thrulls, Vampires and any number of the Black tribes will run a few of these in the main deck, and I also suggest that some other clans might just splash a bit of Black in to utilize cards like this.
GRADE: B+

Highlander: Referring back to any number of my answers in regards to dependency: steer clear at all cost. Whilst this card may be of some use to some people out there, Last Gasp and Sudden Death are far better options here.
GRADE: D-

Prickly Boggart - B
Creature - Goblin Rogue (C)
Fear
1/1

Casual: Black’s alternative to Raging Goblin fails to make the par on its own. Fear is not nearly as powerful as some people would like to believe and I’m sure we can all agree that flying is far more powerful. Still, as one-drops go it’s not too bad, so it might be of some use to someone out there.
GRADE: C-

2HG: Twice as many chances that this card will get blocked with no way to fight back against that fact. In short, it is simply not 2HG material and will be used purely to make up numbers.
GRADE: D+

Tribal: Run Raging Goblin, and then throw this guy in if you have some space going in your deck, although I still believe the space could be better used with cards such as Tar Pitch or Fodder Launch.
GRADE: C

Highlander: The number of creatures that can block this guy are far less in this format, so he’s actually a good choice. Consider it this way; if the opponent doesn’t field a Black or artifact creature, it’s a twenty turn clock at the very least.
GRADE: C+

Pulling Teeth - 1B
Sorcery (C)
Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card.

Casual: A discard of one card at the cost of two mana is about right, but two cards for two mana is far better. Having said that, I don’t like revealing anything to my opponent if I can help it, but that’s just me.
GRADE: B-

2HG: Revealing a card to one opponent is bad, but revealing to two is bordering on dangerous. It means two times the chance of your deck being manipulated or players keeping a hold of an answer to your next action.
GRADE: C+

Tribal: No real effect here, it’s simply another card in a long list of discard cards and there are better options out there.
GRADE: C

Highlander: Clash has another use in Highlander; it allows you to avoid drawing into a card you simply can’t play for your next turn or ensure that it’s something you want. Discard is deadly in this format and the ability to get rid of 1/30th of your opponent’s deck is something that may attract some players to it.
GRADE: C+

Revive the Fallen - 1B
Sorcery (U)
Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand.

Casual: Repeatable creature retrieval is quite attractive, and I’m sure that there are people out there who could find a use for this – especially fans of Isochron Scepter. Still not taken on the idea of clash, but it is a powerful card despite this.
GRADE: B-

2HG: Same issue as with Pulling Teeth; the chance that clash will work against you is far too great.
GRADE: C

Tribal: Black tribes seem to be getting some very helpful cards in this block; the chance to pull back the key creatures in your game plan repeatedly is indeed the stuff of Tribal flavour.
GRADE: B+

Highlander: Pure gold. The chance to retrieve the creatures in a deck of one-shots practically every time is indeed a great card – just hope the clash goes your way.
GRADE: A-

Scarblade Elite - BB
Creature - Elf Assassin (R)
T, Remove an Assassin card in your graveyard from the game: Destroy target creature.
2/2

Casual: This one is a little hard to judge. There are a few Assassins out there and the ability is interesting if just a touch severe. Removing cards from anywhere is quite a high price to pay, and for that kind of cost I would expect the target creature to be removed from play and not simply destroyed. But with a body comparable to the Guildmages, he’s got a reasonable amount of combat power, though Shock is still a prime answer here.
GRADE: C+

2HG: More potential here, simply because you will more than likely have creatures in the graveyard to spend on this kind of ability – whether they are the right type and whether you couldn’t make better use of them are the two big questions you need to ask yourself before using this card though.
GRADE: C+

Tribal: On first glance I had considered an Assassin deck to be unwieldy, but they have a great potential for board control – this card will see the first few Assassin decks on the scene through to the public domain.
GRADE: B-

Highlander: You will get bored of me saying this, but dependency ruins the format; avoid it at all costs. This card is not useful here, use Royal Assassin or Nekrataal instead.
GRADE: E+

Squeaking-Pie Grubfellows - 3B
Creature - Goblin Shaman (C)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking-Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.
3/2

Casual: Were you to switch the power and toughness of this creature, he’d be a great card, but as he stands I just can’t see this card being of much use. Even if you took burn cards out of the equation, all but the smallest stat reducers would ride your opponent of this annoyance.
GRADE: C-

2HG: You reveal the card to two opponents, meaning two chances at this card being burned, killed or buffered out of the game, and twice as many chances that you will have your deck violated for your troubles. In short, my advice is to skip over this card unless you can pack some serious protection into your deck.
GRADE: D-

Tribal: Goblins may be able to defend this guy from harm, but they really don’t need discard as much as they need brute power. Shamans will have a harder time defending this guy but could benefit more from the discard aspect as a form of control.
GRADE: C

Highlander: Kinship is a form of dependency and we all know what I’m about to follow up with – Highlander and dependency simply do not mix. And when you consider a creature with a 3/2 body for four mana, you soon realize it’s just not for this format at all.
GRADE: E+

Stenchskipper - 3B
Creature - Elemental (Rare)
Flying
At end of turn, if you don't control a Goblin, sacrifice Stenchskipper.
6/5

Casual: A big creature for very little mana is always a nice thing; but the fact I have to include a Goblin might not be. Having said that, it’s entirely possible to get around this with creature type manipulation and Changeling, but still I feel more than put out by that.
GRADE: C+

2HG: This guy is a very fast beatstick and needs less work then some of the favoured creatures of this format, but it also is easier to deal with, so I am torn on this guy. In the end, a 6/5 flying creature on turn three or four is just too good a chance to pass up.
GRADE: B-

Tribal: Elemental players won’t even look at this guy, but a Goblin player might add a couple of these to their sideboard or even their main deck as their chosen tribe is seriously lacking flyers and this guy is a great specimen by any standards.
GRADE: B

Highlander: Yet again, dependency has no place in this format; leave it alone.
GRADE: D-

Stinkdrinker Bandit - 3B
Creature - Goblin Rogue (U)
Prowl 1B
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
2/1

Casual: Unholy strength for attacking Rogue creatures is a nice ability, but in all fairness is less helpful than you might initially believe; after all, burn players can always kill your creatures before they attack and so they can be dealt with swiftly.
GRADE: C

2HG: Whilst extra damage is nice in a format where you have to deal with forty points of life, I’d still prefer a static increase like Gaea’s Anthem.
GRADE: C-

Tribal: I’m just waiting for a Rogue which grants trample or a shadow-like effect and I will switch my allegiance. Rogues have some seriously powerful effects and with this they can now handle an out and out combat fight with the best of them.
GRADE: B

Highlander: You know what I’m going to say, you are probably bored of reading it by now but just in case you skipped past the previous reviews – dependency of any nature has no place in Highlander, end of story.
GRADE: E

Violet Pall - 4B
Tribal Instant - Faerie (C)
Destroy target nonblack creature.
Put a 1/1 black Faerie Rogue creature token with flying into play.

Casual: A two creature swing is a nice effect and the fact you get a flyer is also a nice touch, but it is a tad to slow for my liking; Dark Banishing still holds first place in my mind.
GRADE: C-

2HG: A fifth turn kill spell just won’t cut it in this fast pace format unless you intend to play a serious stall tactic, and even then I’d suggest many other cards over this one.
GRADE: D+

Tribal: Where is my prowl cost R&D? If it had that on it then I’d run it main deck, but since I find it lacking I feel this card will be relegate to the sideboard.
GRADE: C

Highlander: This format does generally go into the higher range of turns, so it’s a possibility that you could make use of this card and indeed I suspect that people will throw this card into their deck; but I doubt I’ll be one of them.
GRADE: D

Warren Weirding - 1B
Tribal Sorcery - Goblin (U)
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn.

Casual: Cruel Edict with a twist, this card could be used as a means to control your opponent’s creature count or increase your own. In short, I like it.
GRADE: B+

2HG: Cards with two functions are of great use here, and the fact you can use this to hinder or help makes it a great utility card to have in your deck.
GRADE: B-

Tribal: Goblins now have the means to fight back against the more powerful tribes, either in numbers or by dwindling the enemies’ numbers. Main deck material; a play set of four is something you can almost guarantee of the Goblin decks for the near future.
GRADE: B+

Highlander: The sacrifice ability is mean, and the speed at which it could be played is indeed a nice aspect for this format, but the fact you can only get one means you can’t rely upon that early play.
GRADE: C-

Weed-Pruner Poplar - 4B
Creature - Treefolk Assassin (C)
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.
3/3

Casual: A weenie-killer each turn, useful for getting rid of the opponent’s Birds of Paradise and Llanowar Elves, it’s just a shame it won’t see play until the late game.
GRADE: C-

2HG: Far, far too slow to be of any real use; it will take a creative player or a powerful stall tactic to get this guy into play in time to make any real benefit of him.
GRADE: D+

Tribal: Again I have to say that by the fifth turn I’ve already got what I need to win the game in most cases with a Treefolk deck, and then when you consider that I won’t see the effect till the following turn - I feel I can leave this guy out.
GRADE: D+

Highlander: Just within the playable range of this format’s style, this card could actually be very powerful as the majority of creatures in this format are either tough beatsticks or are utility creatures with low stat levels.
GRADE: B-

Weirding Shaman - 1B
Creature - Goblin Shaman (R)
3B, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play.
2/1

Casual: Goblin Burrows version two is interesting; whilst it will hit play sooner it costs more to activate for a slightly weaker effect. Since it’s Black though it can be tallied up against such cards as Gravepact, so I’m convinced that it will see some active play in my local groups fairly soon.
GRADE: B-

2HG: Speed is what you need and this gives you it in spades; with the right mana base and a health supply of creatures you should be able to flood the field with a large number of token creatures.
GRADE: B-

Tribal: Goblins will find more use for these than Rogues, simply because the number of Goblin Rogues is not enough to support this guy’s ability, though I may be proved wrong.
GRADE: B

Highlander: I’ve said it once, I’ve said it twice and I’ll probably say it a handful of times more before the end of the week, but dependency has no place in Highlander.
GRADE: D-

Overall Review Morningtide: Black (Casually Alternate)

Casual – Average Grade: C-
When all is said and done with the Black cards, they aren’t that big of a show of force. There are some nice abilities and even some suitable replacements for earlier cards, but beyond Maralen I’m not all that impressed.

2HG – Average Grade: D+
Most of the cards are very linear and self-centered in design; not what you need for a 2HG game. Maralen again proves to be the best that this color can offer, though on a personal note I do like the new Lord-like creature for Goblins and Rogues: Frogtosser Banneret.

Tribal – Average Grade: C
For a block built with Tribal in mind, you would expect a higher grade than this. On the Tribal note, it seems that Rogues and Fairies got the best cards in this block, which leads me to believe that one of these two types will become the dominate tribe in the coming months.

Highlander – Average Grade: D
Morningtide is a rather high band, self-reliant block, and this means that a majority of the cards involved won’t ever see play in a Highlander game, but I will go on the record saying Earwig Squad will see a rather large amount of play in the coming months; it’s the Cranial Extraction of this format!

Total Overall Grade: C-


I must confess, when I had initially seen the preview cards for Morningtide, I had feared another coming of those power gamers we saw in the age of Mirrodin *shudder*. But when I sat down and got past the initial shock value of these cards, I was faced with the fact that there isn’t all there initially seemed to be.

There are definitely some bomb rares in there, and I expect you won’t be able to find a Maralen for sale anywhere following the initial release – I’m not a T2 player, but even I can tell you this is a UB control player’s greatest dream!

Well that just about wraps up this review, but before I go I’d like to pose a few questions to you: The Readers.

“Was this review layout easy to follow?”
“How many of you actually play these formats?”
“What would you change, add, remove or leave as is?”

Feel free to contact me through any of the following methods:

MSN Handle: LutherAD@hotmail.co.uk
Email Address:
LutherMDV@yahoo.co.uk
Skype Handle:
Luthervamplord
The Article Thread – Found Here

All comments and opinions expressed would be greatly appreciated and I will always answer any questions you have for me. As always I’m also happy to talk through my thoughts and views on this or any other article with you.

As always this is Luthervamplord, Signing Off.

You can discuss this article in the MDV forums here.
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